// MIT License

// Copyright (c) 2019 Erin Catto

// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:

// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.

// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.

#include "test.h"

#define TEST_BAD_BODY 0

class Chain : public Test
{
public:
  Chain()
  {
    b2Body* ground = NULL;
    {
      b2BodyDef bd;
      ground = m_world->CreateBody(&bd);

      b2EdgeShape shape;
      shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
      ground->CreateFixture(&shape, 0.0f);
    }

    {
      b2PolygonShape shape;
      shape.SetAsBox(0.6f, 0.125f);

      b2FixtureDef fd;
      fd.shape = &shape;
      fd.density = 20.0f;
      fd.friction = 0.2f;

      b2RevoluteJointDef jd;
      jd.collideConnected = false;

      const float y = 25.0f;
      b2Body* prevBody = ground;
      for (int32 i = 0; i < 30; ++i)
      {
        b2BodyDef bd;
        bd.type = b2_dynamicBody;
        bd.position.Set(0.5f + i, y);
        b2Body* body = m_world->CreateBody(&bd);

#if TEST_BAD_BODY == 1
        if (i == 10)
        {
          // Test zero density dynamic body
          fd.density = 0.0f;
        }
        else
        {
          fd.density = 20.0f;
        }
#endif

        body->CreateFixture(&fd);

        b2Vec2 anchor(float(i), y);
        jd.Initialize(prevBody, body, anchor);
        m_world->CreateJoint(&jd);

        prevBody = body;
      }
    }
  }

  static Test* Create()
  {
    return new Chain;
  }
};

static int testIndex = RegisterTest("Joints", "Chain", Chain::Create);
